I’m pretty sure I read a thread a long long time ago where it said it gives you an extra grab input which is basically what a plink does for you during combos, just gives you a higher chance of teching the grab.
It makes sense but I don’t see how it would be a massive advantage to your game. I dunno though, if it works for you, I wouldn’t stop doing it
I always see Tokido use a st.lk during his block strings. What exactly is the purpose of this? Anything special that I’m missing?
It serves several purposes actually.
The first purpose that many people know of is it serves as a set up for a frame trap/tech bait. If you notice Tokido will often use the string c.LP > s.LK and throw out a grab. This string puts you in perfect range for a grab that two jabs wouldn’t. After training the opponent to look for the grab after the s.LK you can then switch the string into c.LP >s.LK > c.MP to look for a counter hit. This is more of an ambiguous throw string than c.LP x2 is. It also works as a hit confirm that does a little more damage than Akuma’s other hit confirms.
Now while the reasons I stated were perfectly legit, but what many people don’t realize is that Tokido also uses it for other reasons. This particular set up is actually a lot easier to OS off of than most set ups. For instance one OS I use against Abel is as follows
:lp: > :hk:~:lk:
If Abel attempts to back dash the s.HK comes out instead of the s.LK. With the way Abel’s back dash works you will actually land both hits of the s.HK and be in range to s.LP > c.HK or what ever combo you want. So this is a great punish for back dash happy Abel players.
Lol, I seem to realise the Akuma matchup gets worse for him day by day
Does the cr.LP > st.LK blockstring allow for a standard grab? We need to kara there?
I’m confused about the input: is the first cr.LP right? Then you press simultaneously HK and LK? I always forget about using this, somehow it’s rare for me to play against characters where st.HK whiffs and I’m afraid it will lol
So is this option select ENTIRELY Abel specific? I’m sorry, I’m very new to this game and still trying to understand some things and I haven’t gotten to practicing Option Selects yet. I’m just asking for future reference for when I DO practice my option selects eventually.
For LoyalSol’s option select against Abel, you would press s.:lk: and s.:hk: at the same time, yes. This allows the s.:lk: to chain from the c.:lp: if it hits or is blocked, and allows the s.:hk: to take priority over the s.:lk: if it whiffs (which would happen if Abel backdashes). This option select will function like that for any character, but due to the matchup, it is one you would primarily use on Abel and other characters (and players!) who tend to backdash out of block strings and setups often.
Yes against most characters you are in normal grab range.
For this one you can actually do it two different ways. Most OS require simultaneous inputs or in other words for you to press LP and HK at the same time, but this one you can actually plink and have it come out just the same. Plinking it like you are trying to link a HK will allow this options select to work just as fine. s.LK by far is one of the easiest to do option selects off of.
It technically works against everyone, but it has the best advantage against Abel because HK hits twice off his back dash and also it leads into the vortex. Some character’s back dashes either go too far or get hit out of the back dash. I think against Akuma this works too.
Most option selects are going to be match up specific. You do have general OS such as the crouching string
c.:lp: > c.:lp:+:hk:
Which is the sweep OS. That one I know will work against most of the cast.
Thank you for answering. See, I didn’t even know this, I thought every option select was the same (input wise at least).
… I have other questions though, lol, just unrelated to this. Anybody can answer this. The problem I’m having involves when I throw Akuma’s air hadokens. I usually have no issue throwing the air fireball, but sometimes I’ll end up throwing out an air punch instead, even though my execution appears correct. I even recorded a video to show what I’m referring to (you may have to stretch the video to see the inputs):
Now, when I input the motions, I DO hold the final input, just to make sure I complete it (which is why it registers as an extra “F + LP” input). I’m assuming this is just how the game engine reads it (QCFF +LP) , because it hasn’t been giving me any problems when I execute moves normally. This is OK right?
Your first fireball is still on the screen, you have to wait till that one disappears before you can throw the next one. Your inputs are fine
+1 on Faz’ answer.
Also, the game registering QCFF+P is normal. Have a play with it and get familiar with the engine. you can prove the concept by holding forward for a second and then pressing jab. you’ll see FF+P
@Faz facepalmLOL Wow, that’s SO obvious. Idk how I missed that, lol. Second time you’ve helped me out, much appreciation.
@Zidbeans See, I figured as much, but I just needed confirmation.
Thanks to both of you.
Haha no worries man, stuff like that often happens. Any time you need help just give a shout in this thread. I know how hard it was for me starting out with Akuma so I’d be more than happy to help
Dang i never knew c.lp s.lk sets up a normal grab range. Most times I’m used to kara throwing after 2 jabs. However I find kara throws more effective as most players know the grab range and after 2 jabs they think I have to move forward a bit first to grab. Kara throws work around half the time there, but you can also just back off slightly and let them whiff their crouch tech attempt and punish with a sweep or cr.mp or even more forward again slightly back into kara throw range.
Question though. When you type “~” is that a plink or press at the same time input?
Is there a thread with handy os blockstrings/frame traps like these. It seems I don’t know as much as I thought I did.
Is there somewhere I can find a list of frame traps for Akuma? I know a few but I would like to learn more to incorporate into my game.
I should expand on a couple things I said.
c.LP > s.LK It isn’t perfectly normal grab range, but it is close enough you can get a grab off before your foe can throw anything out. You just have to lurch forward a little.
The HK OS off the s.LK is useful for characters with short back dashes. There are actually quite a few you can use this against. Cody, Abel, Akuma, Ken, Ryu, etc. These characters you can gain a full combo off of.
Characters like Rose or Chun who have long back dashes this isn’t as effective against since even though the HK tags them the there is no follow up.
How exactelly do you do the instant air fireball wen used for a wake up mixup? (tiger knee air fireball it is called I think). What are the exact imputs?
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